Gauthic Posted October 4, 2009 Share Posted October 4, 2009 Am I blind or is the description for the Rune Priest upgrade 'Upgrade to a Master of Runes' nowhere to be found? Has anyone else found it? I've looked in the Rune Priest entry, the Upgrades everywhere. It's obviously a neat upgrade at its substantial cost, but there's nothing to tell me what it does! Help! :P Link to comment https://bolterandchainsword.com/topic/180405-master-of-runes/ Share on other sites More sharing options...
Grey Mage Posted October 4, 2009 Share Posted October 4, 2009 Its the exact same as the Epistolary upgrade from what Im told. Link to comment https://bolterandchainsword.com/topic/180405-master-of-runes/#findComment-2136015 Share on other sites More sharing options...
Ryzouken Posted October 4, 2009 Share Posted October 4, 2009 Page 37 Left hand side paragraph 1. Link to comment https://bolterandchainsword.com/topic/180405-master-of-runes/#findComment-2136017 Share on other sites More sharing options...
littlbitz Posted October 4, 2009 Share Posted October 4, 2009 It took me awhile to find it too. It allows the Rune priest to use 2 powers a turn. First paragraph, page 37 Link to comment https://bolterandchainsword.com/topic/180405-master-of-runes/#findComment-2136018 Share on other sites More sharing options...
Gauthic Posted October 4, 2009 Author Share Posted October 4, 2009 What what what??!?! I have to purchase a Space Marine Codex to play this upgrade? Gack. Note: Please understand that any possible frustration is sarcastic here, as I already have all the codexes ;) I can understand little things like the reference to the Iron Priest in the "Chooser of the Slain" entry on page 62 when it should reference the Rune Priest, but this is kinda big. Link to comment https://bolterandchainsword.com/topic/180405-master-of-runes/#findComment-2136019 Share on other sites More sharing options...
Wispy Posted October 4, 2009 Share Posted October 4, 2009 It's on the page with the Rune Priest powers. Link to comment https://bolterandchainsword.com/topic/180405-master-of-runes/#findComment-2136020 Share on other sites More sharing options...
Gauthic Posted October 4, 2009 Author Share Posted October 4, 2009 Wow that was hidden in words there.... thanks littlbitz!! *whips out highlighter* ;) ....and Ryzouken and Wispy (and bears, oh my!) Link to comment https://bolterandchainsword.com/topic/180405-master-of-runes/#findComment-2136021 Share on other sites More sharing options...
Grey Mage Posted October 4, 2009 Share Posted October 4, 2009 What what what??!?! I have to purchase a Space Marine Codex to play this upgrade? Gack. Note: Please understand that any possible frustration is sarcastic here, as I already have all the codexes :P I can understand little things like the reference to the Iron Priest in the "Chooser of the Slain" entry on page 62 when it should reference the Rune Priest, but this is kinda big. Umm... I referenced it under the *bad?* assumption you had C:SM having played SWs before the new codex came out. Sorry. Link to comment https://bolterandchainsword.com/topic/180405-master-of-runes/#findComment-2136135 Share on other sites More sharing options...
Leman Of The Russ Posted October 4, 2009 Share Posted October 4, 2009 XD. Is Master Of Runes actually worth the 50 pts? Link to comment https://bolterandchainsword.com/topic/180405-master-of-runes/#findComment-2137081 Share on other sites More sharing options...
Lord Rao Posted October 4, 2009 Share Posted October 4, 2009 XD. Is Master Of Runes actually worth the 50 pts? Wow, that's quite a general question. I'd say that greatly depends on the powers you can cast and the enemy you face - obviously. My ooponents have such a great regard and fear for my RPs that they allocate quite a bit of their force to off it asap. Hence, I'm constantly striving to have my RP survive beyond turn 3. In my experience it's probably not worth it to upgrade, but that's just me. Link to comment https://bolterandchainsword.com/topic/180405-master-of-runes/#findComment-2137090 Share on other sites More sharing options...
Freman Bloodglaive Posted October 4, 2009 Share Posted October 4, 2009 Probably not. You get your two powers anyway, you just can't use them at the same time. Link to comment https://bolterandchainsword.com/topic/180405-master-of-runes/#findComment-2137092 Share on other sites More sharing options...
Wolf Guard Hengist Posted October 4, 2009 Share Posted October 4, 2009 Thank Russ its not just me who could not find this, Its a rather poor way to describe the power by just plonking it in small un headed paragraph. Link to comment https://bolterandchainsword.com/topic/180405-master-of-runes/#findComment-2137163 Share on other sites More sharing options...
Ryzouken Posted October 4, 2009 Share Posted October 4, 2009 I'd argue that it depends heavily upon what power loadout you use. If you select two shooting powers (Jaws + Living Lightning for example) it's less useful than if you'd selected one of the defensive powers and Jaws. As well, it's 50 points. That's enough for an entire land speeder! I'd probably avoid taking Rune Mastery on any Priests that aren't carrying the Jaws + Tempest's Wrath power combo. Tempest's is good, but not enough to warrant casting it over any other power. The rest of the powers are either shooting attacks (and thus lose out to Jaws) or the cover save power that, while nice, is often preempted by existing cover saves if you're canny. Link to comment https://bolterandchainsword.com/topic/180405-master-of-runes/#findComment-2137177 Share on other sites More sharing options...
Hrathnar Flintfang Posted October 4, 2009 Share Posted October 4, 2009 Personally I like Storm caller. Anyways on topic because the RP does not get any wound upgrades with his double casting I would say its usually a bad idea to give Master of Runes. True your Rhino-riding RP can't call up lightning and foil deep strike at the same time, which is a small draw back, but the second you do something like taht he ends up as an even bigger target because "Hay, that thing screwed up my assault squad and zapped my devastator squad. That makes me unhappy' kicks in. Unfortunately our dex seems to have adopted some of the norms from the pure, unadulterated crap that was the C:SM 5th edition. Its understandable that we fall in line with the norm in some places, but it still seems like utter crap to restrict us that way. It still shocks me that in light of the 4th edition 'nella dex they didn't expand on the options for making abberant chapters and include sections to incorperate existing modeling lines to help customize ideas, but thankfully the wolves dodged enough of the 'Character Hammer > unit customization' bullet. Still kind of wish Master of Runes pumped up leadership and wounds considering how much it costs Link to comment https://bolterandchainsword.com/topic/180405-master-of-runes/#findComment-2137368 Share on other sites More sharing options...
Ryzouken Posted October 5, 2009 Share Posted October 5, 2009 well, it is a very potent effect. Consider the only method for casting two psychic powers in a turn other than buying Rune Mastery is buying another Rune Priest. It becomes a very interesting issue. You either get another IC that you have to babysit/find a place for that costs 100 points or you can pay 50 and get a comparable effect without having to shell out points for another squad/wargear/etc. It may well be a matter of putting all one's eggs in less baskets, but when said baskets are of limited number and cost more, you may well decide that less baskets is more bang for your buck. Depending on how easy it is for your opponent to destroy your baskets that is... Link to comment https://bolterandchainsword.com/topic/180405-master-of-runes/#findComment-2137464 Share on other sites More sharing options...
Baluc Posted October 5, 2009 Share Posted October 5, 2009 Personally I like Storm caller. Anyways on topic because the RP does not get any wound upgrades with his double casting I would say its usually a bad idea to give Master of Runes. True your Rhino-riding RP can't call up lightning and foil deep strike at the same time, which is a small draw back, but the second you do something like taht he ends up as an even bigger target because "Hay, that thing screwed up my assault squad and zapped my devastator squad. That makes me unhappy' kicks in. Unfortunately our dex seems to have adopted some of the norms from the pure, unadulterated crap that was the C:SM 5th edition. Its understandable that we fall in line with the norm in some places, but it still seems like utter crap to restrict us that way. It still shocks me that in light of the 4th edition 'nella dex they didn't expand on the options for making abberant chapters and include sections to incorperate existing modeling lines to help customize ideas, but thankfully the wolves dodged enough of the 'Character Hammer > unit customization' bullet. Still kind of wish Master of Runes pumped up leadership and wounds considering how much it costs I've taken the upgrade and give him either Tempest wrath/Hurricane, and Fury of the Wolf Spirits. He is in a counter-attack based WG squad designed to shoot first and counter attack after. He lets me slow down or stop one unit, and depending upon the situation contribute in the shooting phase. Also Rune Priest are now LD 10, if I remember correctly he's cheaper total loses one attack, one BS, and one wound, gains +1 LD, +1 power, and has the ability to use two powers per turn. He lost options like storm shield, but comes with runic staff. I'll be tacking him because he adds a little but of extra juice, not because he's a monster or auto-choice. Like chaplains and wolf priest of old. Its good that they've seperated out the choices, if you want a combat hero you take a Wolf lord, if you want someone to support in a phase you take a wolf priest or a rune priest. If you want a cheapo HQ you can take a battle leader. Link to comment https://bolterandchainsword.com/topic/180405-master-of-runes/#findComment-2137468 Share on other sites More sharing options...
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